Fallout 1 mod Fallout Fixt - next release will be some time in Jan 2020

Should there be a chance to become a ghoul after dipping? (if player has enabled the option for gameplay to continue after being dipped)

Or should it always be Super Mutant?

If yes to the first question, what should the parameters/conditions be to qualify as ghoul instead of super mutant?

Implementing ghoul option would be easy for me so it'll be useful to know what you guys think.
 
If you are low on luck you should probably become a ghoul.

Since there's a lore reason in the game for the master to be in need of uncontaminated subjects to create his super mutants maybe you shouldn't qualify if your body is no longer suitable. Remember there is already a fellow from V13 who became a ghoul after being dipped. It would be loads of fun if you could be ghoulified.

Another idea, really stupid people should probably gain intelligence by being dipped? Since the super mutant thing is a way to enhance people.
 
Did the Bible mention failed dips ended in ghouls? I mean I don't mind seeing a way were the player turns into a ghoul, but don't think it's after being dipped. Just my 2 cents
 
If you are low on luck you should probably become a ghoul.
Since there's a lore reason in the game for the master to be in need of uncontaminated subjects to create his super mutants maybe you shouldn't qualify if your body is no longer suitable. Remember there is already a fellow from V13 who became a ghoul after being dipped. It would be loads of fun if you could be ghoulified.
Another idea, really stupid people should probably gain intelligence by being dipped? Since the super mutant thing is a way to enhance people.
I was actually thinking the reverse re: your last question - i was thinking INT of 6 or higher should become INT 10, whereas INT 5 or lower should become INT 1. (Super Mutants only happen from prime specimens, and most of them end up with child-like intellect according to the lore/canon.)

Here's some excerpts from Fallout Wikis:

- "While FEV does not produce ghoul-like mutants like Harold as reliably as it does Super Mutants when humans are infected by it, it does occasionally spit out something that looks like one."
- "Mutant creatures and where they come from is one of the most controversial topics in Fallout canon and it's very easy to annoy veteran scholars of the setting by getting things wrong or even just partially right." (lol)
- "Chris Taylor offers a different point of view on how ghouls are made. He suggests that when people with too much radiation damage are dipped, you get ghouls. When people with mild radiation damage are dipped, you get stupid super mutants. When people with little to no radiation damage are dipped, you get intelligent Super Mutants."

Did the Bible mention failed dips ended in ghouls? I mean I don't mind seeing a way were the player turns into a ghoul, but don't think it's after being dipped. Just my 2 cents
Failed dips involve in painful death according to the Lieutenant. lol
 
Good news! I was able to get the endings for Vats/Master fixed so in next release the order you finished them in will match the slideshow. This is actually a vanilla bug so it's nice to finally have it resolved.

Also I fixed a couple more crashes today. Yasss
 
Did the Bible mention failed dips ended in ghouls? I mean I don't mind seeing a way were the player turns into a ghoul, but don't think it's after being dipped. Just my 2 cents
But doesn't the player meet a person in the camp of the Followers who has become "ghoulish" after being dipped?
 
I always assumed it was mainly due to the radiation with some exposure to FEV. Also wasn't Harrold a special case. Man, I'm forgetting stuff. Time for a replay. I'll wait for the final release :-)
 
But doesn't the player meet a person in the camp of the Followers who has become "ghoulish" after being dipped?
Yes I mentioned this above - Talius.

I always assumed it was mainly due to the radiation with some exposure to FEV. Also wasn't Harrold a special case. Man, I'm forgetting stuff. Time for a replay. I'll wait for the final release :-)
No release is final, there's always more to be done ;)
 
I personally am convinced that in order to become a ghoul you'd need to be severely radiated and mildly touched by FEV. I mean weren't all the ghouls in that universe a consequence of early enclave releasing diluted FEV to the upper atmosphere above US in order to test FEV before the nukes went off?! Since not all population got infected with FEV due to it spreading randomly from the upper atmosphere to mainlad. Two special cases were known Harold and Talius. Harold was in the same room with Richard Grey when suddenly Harold got out someohow to the desert and ended up sucking rads post mild infection (because he was not in the vat with "some sort of acid bath" he only breathed in the virus via air, so the transformation occoured later after he sucked up rads and it was a slow process. (Harold mentions he was changing slowly when caravan took him to Hub). Talius on the other hand sucked lots of rads way before he was caught by supermutants and dipped, wich ended up him beeing ghoul. On the other hand dumb super mutants also occour from highly radiated humans.
I think the best way to resolve it by SPECIAL is to separate chaff from the wheat/weak :p in order to become supermutant with high int one must have low rad count and succed in luck roll (in order not to turn into a high int ghoul). high rad count and high luck would yeald dumb super mutant, and finally high rad count *and* low luck would yeald an *insane* ghoul or as non canon games state them a "ghoul crazies"/or whatever they are called.
 
Harold and Talius are NOT ghouls.
There was an issue between Cain and Taylor about if someone dipped could become ghouls. This was settled by avellone in the bible.
So, ultimately, those two characters aren't ghouls, but unique mutants.

On the other hand, there might be an opportunity to become ghoul, if you reach the glow without any radaway\rad-X, or maybe while having a cheaper counterfeit rad-x. Would reduce the chance of becoming ghoul accidentaly.

In any case, i am more curious about how other npc will react to you.
 
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Hey @Sduibek I just plowed through my harddrive a moment a go and found that I've made an addon to Fixt .081a/party NPC addon a while ago.
the goal of my mod was to enhance NPC protos in a way to line up with special system/level
It is a newer version of what i once sent you, I made it made with a different tool this time (Mr. Stalin's Fallout Proto Manager 1.1.0 ).

Once agin as a reminder:

-made the mod for change appearance, can wield any weapon.
-All stats are assumed that NPC gains 4 levels at once since it's 1 of their level every player's 4 levels. at final level they represent char lvl 9=1(base)+4(lvl1)+4(lvl2)
-NPC gain Hit Points based on endurance/2 +2 formula x4 for every level
-Base proto of Ian and Katja are based on vanilla protos with adjusted graphics.frm because their stats in teamX's mod were crippled.
-Tycho's SPECIAL were adjusted to fit the player formula with Gifted triat he was missing two points wich were putten into intelligence so that skill gain was not too low.(it was the closest thing to be in line with number of SPECIAL points)
-Ian Has increased base crit chance (maybe he was sepose to be finesse triat char)
-Katja was simulated to be Gifted and Skilled triats (based on skil gain and SPECIAL amount)
-Tycho and Ian gain 2x5 to crit chance and 1x better critical (20%). Katja gains 2x5 crit chance.
-Gun skills are now their main skill point dump during their level up.
-AFAIR Mr.Handy gun skills were enhanced as well.

A cheater variant also exists in which all skills and secondary stats were bumped to max (very bad choice for evil characters planning to destroy shady sands and junktown as their chance to be hit is negative) affected characters Tycho; Ian; Katja; Dogmeat; Mr.Handy.
AFAIR Mr,Handy's armor class was not bumped due to his ability to corner player and make him stuck so to have a chance to waste him when he does so.

EDIT: If anybody downloaded attached file prior to 23:50 GMT+1 should rdownload there was a bug that cheated and legit version were both cheated version I'm uploading the corrected version now.
 

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@gustarballs1983 Thanks for the download, this is very cool! Nice.

Harold and Talius are NOT ghouls.
Welp I guess that settles that. lol.

On the other hand, there might be an opportunity to become ghoul, if you reach the glow without any radaway\rad-X, or maybe while having a cheaper counterfeit rad-x. Would reduce the chance of becoming ghoul accidentally.
Ohhh I like the idea of being Glow-ed into a ghoul that's good. Let me think about it.

In any case, i am more curious about how other npc will react to you.
Honestly I have no plans for this. It's mostly kind of just a novelty / "wouldn't-it-be-cool-if" feature at this point because rewriting dozens or hundreds of dialogs just sounds awful.
 
Finally giving some real TLC to the Overseer endgame interaction - it needed some.

From my running log for the next release :

Code:
 - During endgame sequence with the Overseer:
   -- Animations and audio/video are now in sync, and they last an appropriate amount of time.
   -- It's no longer possible to run away and otherwise interfere with or break the interaction.
   -- If you kill him you're no longer left with a free phantom 10mm Pistol.
   -- Death sound effect now actually plays if/when he dies.
   -- Once dead, his body is no longer obscured by the Vault door platform art afterward.

^ for the record, I think those were all vanilla bugs.


@Sduibek added few economy section bugs. if you plan on tackling this i think it is important.

Additionally i've managed to get missing translations to changelog in sfall1 v1.8 by Crafty
Yesss, you are an angel.

Man there is so much great stuff in v1.8 ...
 
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Yesss, you are an angel.

[gustarballs1983 suddenly blushes.. He thinks for a while than, aperantly he comes with an answer]. Angel?! Frend trust me I ain't that good... Angel? well perhaps a fallen one if at all.. :D

/fun
Perhaps place the changelog into sfall You've linked on the main page so that ppl stop pointing fixed stuff as a bug anymore. there's quite a lot of stuff in the bugwiki that is now covered/fixed by v1,8. Hence why i think bugwiki needs a purification process to pass on it. mainly delete bugs from older releases, as aperantly some idiots out there still think that v6.7.3 is newer than 0.81a.
 
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apparently ome idiots out there still think that v6.7.3 is newer than 0.81a.
lol. Well to be fair, the fact that I changed how I was formatting version numbers has been confusing.

The good news is the next release will not be changing format again: it's simply going from 0.81 to 1.0.0 :)

And yeah once this upcoming release is actually released, I'll do a major cleanup of the bugs wiki.
 
Honestly I have no plans for this. It's mostly kind of just a novelty / "wouldn't-it-be-cool-if" feature at this point because rewriting dozens or hundreds of dialogs just sounds awful.

It can be narrowed down, especially for the super-mutants. Would still mean quite somedialogues and scripts...
 
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@Sduibek
I just remembered some bugs from my last playthrough
1 Mr.Handy missing attack animations for flamer and big energy weapons (although he has animations for holding not only minigun but also a big gun, he just only can't fire flamer plasma and laser rifle. (maybe an big gun machinegun/sniper rifle was meant to be in F1 because animations are there).
Can You please drill a hole in Pixote's stomach to get those missing animations?
2 Mr.Handy can't go into in-depth conversation after recruitment so no way to order him to self repair as was mentioned during repairing his software before recruting. No way to pass ammo or a new weapon.

3 some more economy bugs.
 
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So I thought now its a pretty good time to give FO1 another run, thinking all the mayor modding/patching has been done and finished long time ago, but..

Gotta be my luck.

Anxiously waiting on the 1.0.0 now :)
 
@SduibekI will hold off my next playthrough and waiting for v1.0.0 .

If only stealing woudn't be so damn annoying in this game I mean even with steal way over 200% i always have to reload several times in order to steal a damn knife from a peasant or a stimp. I personally dream of global scripts for Fallout 1 and an equivalent of gl_stealcheat.int in Fallout 1. that could help simplify things.. too bad @Crafty doesn't hear me out.
 
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